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Nom

Member since: Aug 20th, 2010

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Massively4 Comments

EVE Evolved: ISK sinks and faucets

Oct 25th 2010 12:24AM (Massively)
It works the other way too. There are ISK sources and sinks, and then there are asset sources and sinks. Asset sources include mining and loot. Asset sinks include production and refining waste, refining tax, and ship destruction. And manufacturing transforms assets from one form into another.

It's not the case that ISK must be stable, but the rate of change of ISK must approximately match the rate of change of assets. If it's easier to produce assets than acquire ISK, then the value of ISK increases (deflation). If it's easier to acquire ISK than produce assets, then the value of ISK decreases (inflation).

On top of this, the rate of gain of wealth (whether ISK or asset) must be considered.

Massively Exclusive: Jack Emmert speaks (about Neverwinter and a whole bunch of other stuff)

Aug 27th 2010 12:28AM (Massively)
Or DDO for that matter. Both GW1 and DDO have a similar model - shared public "down time" areas and instanced "adventure" areas. DDO is a little more flexible in that you can create parties across instances and individually enter or leave your instanced area without breaking the party. In contrast, GW pays only lip service to the idea of segregated "servers".

Guild Wars 2 necromancer revealed

Aug 26th 2010 11:34PM (Massively)
And it's hard to find any GW1 character model - especially the female ones - that doesn't have some giraffe in their bloodline somewhere.

Flameseeker Chronicles: Heroes ruined Guild Wars

Aug 20th 2010 9:25AM (Massively)
There's another reason you find NM missions easy, Aztex. Remember, Guild Wars is at heart a game of skill: over time, your builds get better, your timing gets better, and your knowledge of missions gets better. It's not surprising that you find NM missions easier.

The other aspect about H+H vs PUGs is that you don't spend the entire time trying to co-ordinate. With H+H, there's one leader - you - and everyone else follows. You can get superior co-ordination with people you play with regularly, but with a PUG it's often frustration instead.

There is, however, one thing that annoys me no end about heroes - they can't carry. This becomes painful in two particular circumstances:
(1) any mission that is better when carrying more than one item (Iron Mines, Bloodstone Fen, I'm looking at you).
(2) when the human player is a weapon user. An ele with item suffers minor inconvenience. A warrior with item is useless.

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